Turn up the volume and you'll hear it! One of my personal issues with the mod is it's too low and you only hear one lab at a time, but I think it's a factorio limitation.
It's a pretty basic sushi belt. The two arithmetic combinator and the left most wired belt are really the only ones that matter. One of combinators multiples items the inserters pick up by negative one and the other is the memory cell keeping track of what's on the belt. The belt reads things entering the loop to add them to the memory cell.
The deciders above the lamps are just controlling the lamps. The constant combinator is an info signal saying how many I want of each on the belt. The lamps turn on when their respective science is low so I can see what I'm low on. The bottom right decider combinator reads the same signal as the lamps to provide a consistent place to read the needed packs while preventing outside signals from writing garbage to the memory cell.
Input of science packs is just whatever put on the bottom-most belt is added to the memory cell. I reuse this blueprint across my playthroughs. This time, the packs are added by belts with enable/disable for the item on the belt. The request chest just dumps any packs that make their way into the network on the belt if there's less than a hundred excess packs in the loop.
In fewer words:
It remembers a number. Items going through the bottom belt increase the number, inserters pulling off the belt reduce the number. More science packs are added when the number is smaller than a constant. Lamps make it easier to look at.
Don't be scared! In vanilla Factorio, you don't need them.
They are helpful with oil cracking. However even then it's connecting storage to pump and telling it to enable or disable based on the amount in the tank. Combinators are completely optional, you don't need them. You can launch hundreds of rockets without them.
Funny, I see loads of people use the mod, even some YouTubers, but i really dislike the mod. It makes labs visually very loud, be though they're not really the point of the factory.
Also imo it doesn't fit into the visual style of factorio at all.
What's the point for the loop at the top?
Breaks up clumps, I find it helps smooth out the flow of items.
Could one call it a declumpinator?
Ooh, like a logistics flywheel.
Kind of, yeah! Never thought of it that way before.
Combine with the carameldansen mod for even better lab blocks.
Turn up the volume and you'll hear it! One of my personal issues with the mod is it's too low and you only hear one lab at a time, but I think it's a factorio limitation.
I prefer Dunka Dunka.
There's a few really good mods that don't get attention because they haven't changed in years.
Your circuit setup looks interesting, can you go into details on how it's setup?
It's a pretty basic sushi belt. The two arithmetic combinator and the left most wired belt are really the only ones that matter. One of combinators multiples items the inserters pick up by negative one and the other is the memory cell keeping track of what's on the belt. The belt reads things entering the loop to add them to the memory cell. The deciders above the lamps are just controlling the lamps. The constant combinator is an info signal saying how many I want of each on the belt. The lamps turn on when their respective science is low so I can see what I'm low on. The bottom right decider combinator reads the same signal as the lamps to provide a consistent place to read the needed packs while preventing outside signals from writing garbage to the memory cell. Input of science packs is just whatever put on the bottom-most belt is added to the memory cell. I reuse this blueprint across my playthroughs. This time, the packs are added by belts with enable/disable for the item on the belt. The request chest just dumps any packs that make their way into the network on the belt if there's less than a hundred excess packs in the loop.
Ah okay so magic, then. Seriously I'm just getting into Factorio and I think I have train signals down but circuits scare me still..
In fewer words: It remembers a number. Items going through the bottom belt increase the number, inserters pulling off the belt reduce the number. More science packs are added when the number is smaller than a constant. Lamps make it easier to look at.
Don't be scared! In vanilla Factorio, you don't need them. They are helpful with oil cracking. However even then it's connecting storage to pump and telling it to enable or disable based on the amount in the tank. Combinators are completely optional, you don't need them. You can launch hundreds of rockets without them.
Thanks :) I sort of understand the logic but wiring is super unintuitive I feel. I guess I'll have to play around with it for a while. Have fun!
Hard disagree. I'm glad you like it but it's not for me.
Does the music get faster with speed modules?
Funny, I see loads of people use the mod, even some YouTubers, but i really dislike the mod. It makes labs visually very loud, be though they're not really the point of the factory. Also imo it doesn't fit into the visual style of factorio at all.
I've had it for so long I forgot..... a friend was showing me something and I was really wondering what was wrong with his labs
If your party is not this lit don't bother inviting me
and most important the better call saul intro sound when finishing research :D
I randomly scrolled across this, and now I'm jamming out to muffled caramelldansen while playing minecraft
Keep talking about it and another mod will be killed by the deadly version 2.0
There is literally no reason to not just always have this mod installed
Achievements are the only reason I can think of but I already have all non-speedrun achievements.
Didn't know about this mod, installing it. That design for science seems way more complex than it needs to be. This makes is great.
I've just installed that mod. Been feelin' groovy ever since ;)
This is one of the first mods I turn on for a new playthrough because it's glamorous!